Example #1
0
func renderBoard(g *game.Game, x, y, dx, dy int) {
	tx := dx / len(g.Level.Tiles)
	ty := dy / len(g.Level.Tiles[0])
	gl.Enable(gl.TEXTURE_2D)
	gl.Color4ub(255, 255, 255, 255)
	for i := range g.Level.Tiles {
		for j := range g.Level.Tiles[i] {
			if g.Level.Tiles[i][j].Type == game.TileEmpty {
				tilePath := filepath.Join(base.GetDataDir(), fmt.Sprintf("textures/tile%d.png", (i+j)%4+1))
				tile := texture.LoadFromPath(tilePath)
				tile.Render(float64(x+i*tx), float64(y+j*ty), float64(tx), float64(ty))
			}
		}
	}
}
Example #2
0
func renderCards(cards []game.Card, cardSize, ulx, uly, cols int, cs *cardSelections) {
	gl.Enable(gl.TEXTURE_2D)
	x, y := -1, 0
	for i := range cards {
		if x == cols-1 {
			x = -1
			y++
		}
		x++
		cx := cardSize * x
		cy := cardSize * y
		var tile *texture.Data
		switch cards[i] {
		case game.CardForward1:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/move1.png"))
		case game.CardForward2:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/move2.png"))
		case game.CardForward3:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/move3.png"))
		case game.CardReverse1:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/reverse1.png"))
		case game.CardTurnLeft:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/turn-left.png"))
		case game.CardTurnRight:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/turn-right.png"))
		case game.CardUTurn:
			tile = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "textures/u-turn.png"))
		}
		gl.Color4ub(255, 255, 255, 255)
		tile.Render(float64(cx+ulx), float64(cy+uly), float64(cardSize), float64(cardSize))
		if cs != nil && cs.used[i] != -1 {
			setColorForIndex(cs.used[i])
			renderCardReticle(true, cardSize, x, y, 400, 400)
		}
	}
}